using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Week1.world
{
    /// <summary>
    /// This class displays terrain and contains terrain data such as height, size, object positions in cells, etc
    /// Much of the logic is in the udpate function, where as draw function is only used to draw terrain model.
    /// When in space it draws grid, when on planet it draws terrain. 
    ///
    /// </summary>
    public class TheGrid : world.DrawableBase
    {
        // row and col cells containig height data for selector class. It will support 3 levels max. 
        //          selector will place selection icon based on height
        // row and col cells containing ISelectableObject data i.e, enemies, turrets positions, etc
        // row and col cells containing path information that enemies will follow
        
        // read above configuration from a file.
        // Model will contain train, which must match the grid height value.
        public TheGrid(Game game, string terrainName, player.Camera camera, Effect effect)
            : base(game, terrainName, camera, effect, 1)
        {

        }

        protected override void LoadContent()
        {

            base.LoadContent();
        }

        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();
        }

        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
        }
    }
}